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<blockquote data-quote="Indaarys" data-source="post: 9509754" data-attributes="member: 7040941"><p>In a very zoomed out sense Birthsigns could be thought of that way, though in practice story spines are directly emulated through Quest Blocks and Questlines; basically stat blocks that give you different story spines to employ throughout play. Birthsigns are much less specific and concise. </p><p></p><p></p><p></p><p>I would say that its a similiar function, but it goes deeper than that given it interacts with more aspects of the game. Generally speaking, it'd probably be wise to not try to understand it by way of another game. </p><p></p><p></p><p></p><p>What I've found is that my game isn't likely to track with what any other game does unless you really zoom in and isolate things. To make an analogy, knowing about tacos isn't going to teach you much about chicken pot pie, even if a lot of the same ingredients are involved. And like food, you do miss some insights if you're not able to get a taste of it firsthand. </p><p></p><p></p><p></p><p>Pretty much. How I put it is something I'd say is a more specifically defined explanation (if over-verbose as is my unedited style) for what that means, given how often people find the idea of immersion vague and ill defined, but also relates it in a way that speaks to what most people are looking for in terms of a "story", whether thats something emotionally resonant and deep or just a solid, fun adventure game where you can do practically any wack crazy things you can think of, or anything inbetween.</p></blockquote><p></p>
[QUOTE="Indaarys, post: 9509754, member: 7040941"] In a very zoomed out sense Birthsigns could be thought of that way, though in practice story spines are directly emulated through Quest Blocks and Questlines; basically stat blocks that give you different story spines to employ throughout play. Birthsigns are much less specific and concise. I would say that its a similiar function, but it goes deeper than that given it interacts with more aspects of the game. Generally speaking, it'd probably be wise to not try to understand it by way of another game. What I've found is that my game isn't likely to track with what any other game does unless you really zoom in and isolate things. To make an analogy, knowing about tacos isn't going to teach you much about chicken pot pie, even if a lot of the same ingredients are involved. And like food, you do miss some insights if you're not able to get a taste of it firsthand. Pretty much. How I put it is something I'd say is a more specifically defined explanation (if over-verbose as is my unedited style) for what that means, given how often people find the idea of immersion vague and ill defined, but also relates it in a way that speaks to what most people are looking for in terms of a "story", whether thats something emotionally resonant and deep or just a solid, fun adventure game where you can do practically any wack crazy things you can think of, or anything inbetween. [/QUOTE]
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